http://www.youtube.com/watch?v=Q1TwV7fO5tk

Original Clip without freeze frames, http://www.youtube.com/watch?v=tOkGEZjkwos


Overview

Time it takes for client to acknowledge combat
has started after active mode has been initiated(Enemy name turns red): 4.04 seconds.

Time it takes on-screen player damage
to show after combat has started: 5.00 seconds.

Time it takes enemy to enter active mode
after player has entered combat: 2.00 seconds.

Time it takes enemy to deal damage to player
after combat begins: 2.12 seconds.

Time it takes enemy to turn to the player
after combat begins: 2.92 seconds.

Time it takes enemy's attack animation to begin
after damage for ability has already shown (health bar going down): 0.92 seconds.

Time it takes on-screen damage to show
after player health bar starts going down: 1.9 seconds

Using second wind nearly instantly restores health, but
player loses control of avatar for 2.12 seconds after button is pressed.



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Note: My internet connection is almost without flaw.
I am located in California and I believe the servers are all in located Japan.
However my in-game latency icon is always green.

Please syncrhronize the game to be fluid and natural.

Delays are not limited to combat:
Depositing items into the Bank (retainers)
Conversing with an NPC
Crafting
Nearly everything has massive delays.

My belief is the client is excessively reliant on the server.
While using this method can provide some degree of security...
if the data isn't in the client it can't be data mined.

An example of the client not needing server acknowledgement would be when distributing stats.
You can spam your enter key as fast as you want and the stats get distributed.
The server comes into play when you hit Apply, which makes perfect sense.

Please do not improve delay, fix it entirely.